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November 7th, 2003, 02:06 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Example=
Destroyer(Pillages lands which have been owned by opponents for long periods of time)
Architect(focuses on improving lands)
Arch-Mage(focuses on magic)
Barbarian(mainly uses brute force)
Insanity(unpredictable actions= randomly flips between all personalities every 10 turns)
Cutthroat(one out of three armies will be sneaking during movement)
With all the different levels of magic, game features and type of units... 10 very different personalities shouldn't be too difficult. If gamers could also modify these percentages with a mod tool... I'm sure we would see lots of very different ones created.
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* On a side note:
Most of the AI personalities should be designed to attack the most powerful pretender god. One persoanlity may attack the player with the strongest domain while another may attack a player with the most research and so on. I've played lots of games where once some human player became the most powerful the remaining AI opponents would fight amongst themselves instead of joining forces.
[ November 06, 2003, 12:23: Message edited by: NTJedi ]
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November 6th, 2003, 05:25 PM
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Shrapnel Fanatic
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Nice breakdown. As far as choice of targets there would also be AIs who would always choose to target the WEAKEST pretender, magic, units, etc. Especially if they are a neighbor. Of course thats kindof how it does it now but with a list of AIs those should be included.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 6th, 2003, 05:49 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by NTJedi:
Example=
Destroyer(Pillages lands which have been owned by opponents for long periods of time)
Architect(focuses on improving lands)
Arch-Mage(focuses on magic)
Barbarian(mainly uses brute force)
Insanity(unpredictable actions= randomly flips between all personalities every 10 turns)
Cutthroat(one out of three armies will be sneaking during movement)
With all the different levels of magic, game features and type of units... 10 very different personalities shouldn't be too difficult. If gamers could also modify these percentages with a mod tool... I'm sure we would see lots of very different ones created.
____________________________________
* On a side note:
Most of the AI personalities should be designed to attack the most powerful pretender god. One persoanlity may attack the player with the strongest domain while another may attack a player with the most research and so on. I've played lots of games where once some human player became the most powerful the remaining AI opponents would fight amongst themselves instead of joining forces.
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Hm nice ideas here. But still I think this would really work, if the AI would change these in the game, as someone has mentioned. Do you think that it is possible?
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November 6th, 2003, 06:36 PM
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Shrapnel Fanatic
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Re: Dominions 2. AI. Suggestions, that how to fix it.
[much that isnt necessary to read again snipped here] *hint hint*
Quote:
Hm nice ideas here. But still I think this would really work, if the AI would change these in the game, as someone has mentioned. Do you think that it is possible?
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Ive done programming like that before and the switching actually seems the least difficult. The biggest question that I would have is.... does the game programming seperate the AIs at all? The way the game runs now I see a strong possibility that the AI might be one long code string that does alot of common stuff first and then branches off (maybe) for things that apply only to particular nations. If its written with the basic AI code duplicated to each nation and then small modificatons done, then going to scripted AIs would be much easier. Thats not normal coding practices though so our chances are slim for that advantage.
[ November 06, 2003, 16:36: Message edited by: Gandalf Parker ]
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 6th, 2003, 08:24 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by Gandalf Parker:
The biggest question that I would have is.... does the game programming seperate the AIs at all?
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Good question. Maybe JK knows the answer. The question is: We will know it? 
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November 6th, 2003, 08:43 PM
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Captain
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.
Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is.
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November 6th, 2003, 11:02 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by johan osterman:
Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.
Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is.
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I thought so. Just update these and we will be fine:
1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.

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